This document contains the card clarification and errata, rules clarifications, timing structure, and frequently asked

questions for Warhammer: Invasion The Card Game. All official play and tournaments will use the most recent version of this document to supplement the most recent Warhammer: Invasion The Card Game core rulebook.
Warhammer: Invasion The Card Game © Games Workshop Limited 2010. Games Workshop, Warhammer, Warhammer: Invasion The Card Game, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and Warhammer: Invasion The Card Game game setting are either ®, TM and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

W arhammer: Invasion FAQ 1.0

Official Rules Clarification .... 9 4............ Card Clarification and Errata ...............1. 5 3........................ 3 2.................Frequently Asked Questions ....... 11 ...........Timing Structure .

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This means that copying Flames of Tzeentch would deal 0 damage. you may spend damage on this unit as though it were resources” means that any damage tokens on Urguck during the capital phase can be removed.” If a unit is already attacking or defending. General All instances of “After your turn begins” should read “At the beginning of your turn. Example: Dave plays Slannesh’s Domination on Kris and reveals the card Flames of Tzeentch. CS 47 Franz’s Decree Should read: “Action: Target unit cannot be declared as an attacker or defender. X is defined as 0.) If the revealed development is a unit that cannot be in play (such as a Hero card in a zone that already contains a Hero). destroy target unit that does not share the racial affiliation of its controller’s capital.” CC 37 Zealot Hunter CS 98 Shrine to Nurgle Should read: “Kingdom. and for each damage removed. The errata on any individual card always applies to all reprinted versions of that card.” (The card was already in play as a development. since Flames of Tzeentch was just played. restore all Skaven units. and the development is flipped face down again. The card entries are ordered by the set in which the specified card was printed.” Core Set CS 30 The Greatswords The Greatswords “Forced” effect does go off when they enter play. it then goes to Kris’s discard pile. paying 2 and dealing 2 points of damage to one of Kris’s units. CS 75 Rip Dere ‘Eads Off ! If the revealed development is a unit card.” CS 105 Slaanesh’s Domination When playing a tactic with a variable cost (“X”). CS 62 Urguck “During your capital phase.This section contains the official rules clarifications and errata that have been made on individual cards or sets in Warhammer: Invasion The Card Game. the controlling player is considered to have spent 1 resource. X is defined as 0. Franz’s Decree does not change its status. corrupt that unit. If Kris plays Twin Tailed Comet to copy Flames of Tzeentch without paying its cost. CS 45 Twin Tailed Comet When copying a tactic with a variable cost (X).” Should read: “Forced: When this unit enters play. Forced: When an opponent’s unit is dealt combat damage. Dave chooses to play Flames of Tzeentch for no cost. The “corrupt that unit” effect is cancelled. CC 55 Rat Ogres Should read: “Action: At the beginning of your turn. which results in the card dealing 0 damage to a target unit. Corruption Cycle Battlepacks CC 17 Warp Lightning Cannon Can be played on an already corrupt unit. that card is not considered to have “entered play. Example: Tom plays Flames of Tzeentch. the effect of the card is cancelled immediately. However.” All instances of “after” in card text boxes should read “when. . with the most recent set in the front. X is defined as 0 in the copied effect.

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search the top five cards of your deck for a support card with cost 2 or lower and put it into this zone. When these effects resolve. all effects on the card resolve if possible. as long as the support card has a cost (number in the top left corner) of 2 or lower. the attacking player must assign enough damage to destroy each defending unit before any damage can be assigned to the defending player’s capital. On page 17 of the Core Rulebook. if able. Reduction Any card effect that would reduce any number (cost. A card that moves from an in play zone to an out of play zone is treated as though it were a new card.” This effect means that regardless of loyalty. Quest. A zone of play is an area where cards can be during a game. damage tokens are placed next to the attacked section. and discard pile. then it can be put into the zone (as long as it follows any other restrictions on the card). Any effects connected to the card will no longer affect it. For example: Pistoliers (CC 36) reads “Action: Spend 1 resource to move this unit from its current zone to another of your zones. Action Playing a unit. If a card would go to an out of play zone. some card effects also deal damage to units or to a player’s capital. development. For example: Dwarf Cannon Crew (CS 8) reads “Forced: After this unit enters play. but a minimum damage necessary to destroy each defending unit must be assigned before any damage can be assigned to the defender’s capital. Actions may be taken by either player. Multiple Effects Zones of Play If a card has multiple effects.” They cannot be played in response to anything They must be played during the owner’s Capital Phase Response actions are a subset of actions that can only be triggered during the stated trigger in the ability. card effect. In Play In play is the Kingdom. under Turn Sequence. Proceed to the beginning of the next turn. hand. However. A card with a cost of 0 cannot be reduced. and if any damage reaches the capital.” The trigger is at the beginning of your turn. The in play zones are the Kingdom. but not yet applied. Each response action can be triggered once per copy of the response action and only once per stated trigger. In other words. 5. the damage is applied as soon as it is assigned before any other actions can be taken. hit points. For example: Dwarf Cannon Crew (CC 8) reads “Forced: After this unit enters play. if able. Out of Play Out of play is the deck. Unless a card effect specifies otherwise (like destroy or sacrifice). and the action can only be triggered once during this action window per copy of the card in play. Then shuffle your deck. and Battlefield zones. it should read: 0. etc) cannot reduce that number below zero.” it should read “Outside of combat.” This card effect cannot cause this unit to go to an out of play zone like the discard pile. cards can only be moved from one in play zone to another in play zone due to card effects. Quest. The other player is now the active player. and discard pile zones. End of Turn. Note that more damage can be assigned to a unit at the attacker’s discretion. The only exception to this rule is any abilities that trigger when a card moves from an in play zone to an out of play zone. search the top five cards of your deck for a support card with cost 2 or lower and put it into this zone. Beginning of the Turn. Loyalty Loyalty is a variable that can add to the cost of a card. The out of play zones are the deck. it goes to its owner’s out of play zone. Then shuffle your deck.” On page 14 of the Core Rulebook. Damage tokens are placed near the card(s) to which the damage is being assigned. the second paragraph under “4. or quest card from hand are actions with restrictions built into them. it is not considered part of the cost for the purposes of card effects. in anticipation of damage cancellation effects. hand. restore all Skaven units. Assign Damage” it should read “The attacking player assigns damage to his opponent first. For example: Rat Ogres (CC 55) reads “Action: At the beginning of your turn. or granted player choice. Damage must be assigned to defending units before it can be assigned to the defending player’s capital. the letter “X” is always equal to zero. “The Letter X” Unless specified by a card. under “Non Combat Damage. support. Terminology Clarifications Cost Any reference to cost in a card effect always references the top left number printed on the card. The restrictions are: . and Battlefield. These effects resolve independently of each other with the following important exception: If a card uses the word “then” the preceding effect must have resolved successfully before the effect following the term “then” can be resolved.” Shuffling your deck will only happen if the preceding effect of searching the top five cards of your deck for a support card has resolved successfully.Core Set Rulebook Errata On page 12 of the Core Rulebook.

only affecting the legal targets. it resolves first. It is important to note that sacrificing a unit is not destroying it and vice versa. For example: A put into play effect does not bypass the “Limit one Hero per zone” restriction in the card text box of a card. In response. An important distinction is that put into play does not bypass the unique restriction or any restrictions in the text box of the card. For example: Warpstone Meteor (CS 96) reads “Forced: At the beginning of your turn. the damage generated by this card effect is assigned before any other actions can be taken. and at least one damage is applied to an opponent’s unit or capital during the Apply Damage step. each player must corrupt one of his units in this corresponding zone or deal 1 damage to his capital.Play “Play” means to play from the hand. it checks whether the targets are legal when it is played and when it resolves. he must choose an option that he can resolve completely. If a player attempted to play Rip Dere ‘Eads Off (CS 75). In this example. Non Combat Damage is always applied as soon as it is assigned before any other actions can be taken. Cards may enter play from the hand. During his battlefield phase. Illegal Target Destroy Destroy means to put a card that is in play into it’s owner’s discard pile. For example.)” Each player must choose one of the two options available (corrupt one of his units in the corresponding zone or deal damage to his own capital).” This effect does not target the units it destroys.” Because Charlie plays his action in response to Bob’s Flames of Tzeentch. paying 1 resource and targeting Charlie’s Lobber Crew (CC 66). Put into Play “Put into play” means that the card enters play through a card effect instead of through normal costs and restrictions. and that effect resolves fully before Bob’s Flames of The Word “Or” Non Combat Damage Some card effects present the players with a choice between two different card effects. if it is removed from the zone specified in the ability. Flames of Tzeentch then goes to the discard pile. Dealing Damage in Combat Target Targeting is checked when the card is played and when the card effect resolves. A card effect to is considered to be targeting as long as it says “target” in the card text. Dave attacks his opponent’s kingdom with both of these units. all units are considered to have dealt damage.” Bob plays Flames of Tzeentch. then the effect would be cancelled. As long as a single point of damage is dealt to an opposing unit or capital. Leaves Play Leaves play is when a card that is in an in play zone goes into an out of play zone. (Players decide where their own damage is assigned. If there are multiple cards with a “deals damage” trigger involved in the combat. and at least 1 damage from the combat damage pool must be applied to an opponent’s unit or capital before this forced effect can trigger. Enters Play Any card that is played or put into play is also considered to have entered play. he must choose to deal 1 damage to his capital. When it comes time for Bob’s Flames of Tzeentch to resolve. it now sees that the target of the effect is now illegal (since it was removed from play) and the card effect is cancelled. if able. or the discard pile. on a development that was a Hero while there was already a Hero in that zone. deck. However. deck. For example: Troll Vomit (CS 80) reads “Action: Destroy all units in play. Tzeentch resolves. and both will be able to trigger their Sadistic Mutations. such as back into a hand. paying all costs and following all restrictions. For example: Flames of Tzeentch (CC 102) which reads “Action: Deal X damage to one target unit. If any of the targets are still legal when the card effect resolves. so a card like King Kazador (CS 7) which reads “Opponents cannot target this unit with card effects unless they pay an additional 3 resources per effect” would not interact with Troll Vomit. Sacrifice Sacrifice means to put a card that you control into its owner’s discard pile. Charlie’s Lobber Crew is sacrificed as a cost for its own effect. For example: Dave has a Savage Gor and a Bloodsworn in his battlefield and each has a Sadistic Mutation attached to it. If a card effect specifies targets. Sadistic Mutation states “Forced: After the attached unit deals damage in combat. or discard pile. then the card effect is cancelled. as long as at least 1 point of combat damage is dealt to an opposing unit or capital. . If a player cannot fulfill one of the options completely. deal 1 damage to one target unit or capital. It cannot be cancelled or prevented by other effects. Charlie decides to use the Lobber Crew’s ability which reads “Action: Sacrifice this unit to force an opponent to sacrifice a unit he controls. if a player did not have a unit to corrupt.” If this card is played and resolves. then he must resolve the other. A target can become illegal if it is removed from play. or if any specific characteristics on the card that were targeted have changed.” This means that the attached unit must add at least 1 damage to the combat damage pool. For example: Nurgle’s Pestilence (CS 101) which reads “Action: Each unit in play takes 1 damage. both the Savage Gor and the Bloodsworn are considered to have dealt damage. then the card effect will resolve normally. These choices are denoted by the term “or” in the card text. If all of the targets for a card effect become illegal. A player can choose which of the effects he wants to resolve. A unit is considered to deal damage in combat as long as it has contributed at least one damage to the pool of damage that will be assigned to the opponent during combat. Non Combat Damage is the term for all damage generated besides combat damage. Corrupted units take an additional damage.

Any effect that would allow a unit to attack/ defend from its new location creates an exception to these rules. any damage that has been assigned to the unit is still applied.Any cards that could prevent the damage to the unit like Steel’s Bane (CC 6) which reads “Action: Cancel the next 10 damage that would be dealt to one target [High Elf] unit this turn. that unit is no longer considered to be defending. move. Moving Damage Moving Damage is not considered dealing or assigning damage. . “This unit may attack from any zone. Indirect Damage Indirect Damage cannot be assigned to a burning zone. to have entered play.” When a questing unit is moved out of the quest zone. The same holds true for assigning damage to any section of a capital (you cannot assign more indirect damage to a section of a capital than what it would take to burn that section of the capital). or put into play (via a card effect) another Hero into that zone.” would need to be played in response to the play of Nurgle’s Pestilence in order to cancel any of the damage. and any resource tokens on the quest are discarded. before any other actions can be taken. move. that unit is no longer considered to be attacking. and damage moved from one unit to another bypasses damage cancellation effects (like Toughness). but is not considered If a player has a copy of a Hero in play. A unit that moves from one zone to another is considered to have entered the new zone. When a defending unit is moved out of the zone it is defending. and is applied as soon as it is assigned. is uncancellable. such as Greyseer Thanquol (CS 15) which reads. give control of. “Limit one Hero per zone” Moving Units Counterstrike Counterstrike is a keyword that allows a defending unit to immediately damage an attacker whenever it is declared as a defender. that unit is no longer considered to be questing. or put into play (via a card effect) another Hero into that zone. Counterstrike damage is combat damage that cannot be split among attackers. His opponent also cannot play. take control of. and a player cannot assign more indirect damage to a unit than what it would take to destroy the unit (this includes toughness). he cannot play. When an attacking unit is moved out of the battlefield. In addition.

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Capital Phase Active player may play character. and quest cards from his hand to his three zones. Damage is counted then assigned. Phase 4. Actions may be taken by either player. Actions may be taken by either player. without yet being applied. both players still have the opportunity to take actions during the Battlefield Phase. Beginning of the Turn. Phase 2. Defending player declares defenders. Burn tokens are placed on the capital if necessary. Active player resets all unspent resources to resource pool. Actions may be taken by either player. Actions may be taken by either player. Damage is applied and its effects resolve. Battlefield Phase Active player decides which of his opponent’s zones he is attacking. If the active player declares no attackers. Phase 5. Active player may also play one card face down as a development. Actions may be taken by either player. Characters leave play if they have damage equal to or greater than their hit points.Updated Turn Sequence Diagram Phase 0. Active player declares attackers. . Active player counts power in his kingdom and takes that many resources from the pool. Phase 3. Phase 1. Quest Phase Active player counts power in his quest zone and draws that many cards from the top of his deck. End of turn The turn ends. Actions may be taken by either player. support. Actions may be taken by either player. Actions may be taken by either player at any time. Proceed to beginning of the next turn. Kingdom Phase Active player may restore one corrupt unit. The other player is now the active player. Actions may be taken by either player.

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so Grimgor does not enter play and his ability is not triggered. can I play Stand Your Ground (CC 2) to return that Dwarf unit from my discard pile to play? A: Yes. Q: If I turn Grimgor Ironhide (CS63) face up with Rip Dere ‘Eads Off ! (CS75). These effects are all now accounted for in the updated turn sequence diagram. is it destroyed? A: Yes. The tactic is not in play and only loyalty icons in play count towards loyalty costs. The development containing Grimgor is already in play. They all happen during the “Beginning of the Turn” phase. it is destroyed immediately because it has damage equal to its hit points. This timing window functions the same as all other action windows in the game.Q: Can I still use abilities/ draw cards/get resources if the relevant zone is burning? A: Yes. does Grimgor destroy the support cards and developments in the corresponding zones? A: No. Stand Your Ground only looks for a unit card that has entered the discard pile this turn. Q: Can I attack an already burning zone? A: Yes. A burning zone still functions normally except that it cannot be assigned damage. Q: If a unit has 0 hit points and no damage tokens. regardless of how it entered the discard pile. Q: If a development that you played from your hand was destroyed by a card effect and was a Dwarf unit. . Q: Do effects that occur “at the beginning of the turn” occur before the Kingdom Phase? A: Yes. Q: Do loyalty icons on tactics reduce the cost of other tactics played in response? A: No.

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